Players may also utilize Weather Cards from the Neutral Deck. Each player may play one card per turn unless a special ability enables them to do otherwise.
It's worth noting that once a Neutral card has been unlocked it can be present in all four decks at once. Unit cards may be neutral as well, Yennefer for instance may be placed within any deck. Special cards are Neutral and can be placed within any deck. Nilfgaardian Empire features some very powerful basic units and a leader card that can cancel out other leader cards.īy default, they win if the game's a tie and many of its units have the Revive or Tight Bond ability. Many of its units have the Agility, Muster or Revive ability. Scoia'tael is allowed to choose which faction start and has a leader card that places War Horn on the Ranged Units row. Many of its units have the Tight Bond ability. Northern Realms is allowed to draw one extra card after winning a round and a leader card that places War Horn on the Siege Unit row. It has a leader card that allows it to place War Horn on the Close Combat Unit row and it features many cards with the Muster ability. This gives this faction a distinct edge in winning the very last round. The monster faction for instance is allowed to keep one random unit card on the deck after a round ends. Each faction is distinguished in three ways: a default faction ability, the Leader cards available for the deck, and the general traits of the units specific to these decks. By default you will start with a Northern Realms deck and it will require significant investment before you can use other decks. There 4 factions in Gwent : Northern Realms, Nilfgaardian Empire, Monsters and Scoia'tael. They may also be "stolen" with the Decoy card and used against you. These cards will end up in the opponent's graveyard at the end of the round.
Spy - This units will lend its power to the opposing side.Agility - This unit may be placed in one of two possible rows.These units may be drawn from your deck or your hand. Muster - This card summons certain other units to his/her row.Morale Boost - This unit empower units in the same row, but only if they were played first.Revive - This units may revive a discarded unit.Scorch - Some units can use Scorch, their version of Scorch is bound to different rules.Tight Bond - The power of this card multiplies by the number of identical cards in the same row.They are immune to weather effects, Scorch, War Horn and revival. This card is immune to all Special effects, good and bad. Hero - This is indicated by a golden areole around the card number.Units sometimes have Special abilities themselves: The Leader Card is a Special Card that you will have access to (once) in every match. Special Cards are Frost, Impenetrable Fog, Torrential Rain, Clear Weather, War Horn, Decoy and Scorch. Each deck may contain up to 10 Special Cards but they may also contain no Special Cards at all, this is up to the builder. Tactics and strategy require Special Cards and Special Abilities. A less powerful deck may however triumph over a stronger deck by employing deception, tactics, strategy and good old fashioned luck. For this reason it is important to empower your deck before facing tougher opponents. The goal is to field more powerful units than your opponent in 2 out of 3 rounds. Gwent is fundamentally about out-muscling your opponent.